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6.26.27.86 v01
1991
-
2021
Archival Digital Print, Sizes: 8”x10” and 13”x19” Epson Pigment inks on cotton rag substrate or Light Jet digital photo prints. (plus custom sizes or NFT by special order) Date created: 1991 6.26-27.86 is named after the approximate date that
Games that People Play
1997
Faber, Liz. Games that People Play Creative Review (August 1997).
Do-It-Yourself Darwin. Karl Sims Invites You to Play God Among the Machines
1998
Frauenfelder, Mark. Do-It-Yourself Darwin. Karl Sims Invites You to Play God Among the Machines Wired Magazine 6.10 (1998).
Perceptual Play: Optical Illusion Art as Radical Interface
2008
Oliver, Julian. Perceptual Play: Optical Illusion Art as Radical Interface .
Territorism
2002
-
2002
video
Dynamic video projection Project for the facade of Kunsthaus Bregenz (AT) Assistance: Patricia Köstring Sound: Nico Kirisits Post-production: Peter Koger, Manuel Maxl Recording and projection: Mäser digital media/Daniel Flatz Performer
Tulika Aasma
I am a practicing artist based out of Delhi and Baroda, India. My practice draws from preoccupations with technology and how they play a role in shaping politico-cultural narratives in society. My interests trace back to examining the logics, tools
Critical Play: Radical Game Design
2009
Flanagan, Mary. Critical Play: Radical Game Design. Cambridge, MA: MIT-Press, 2009.
Values at Play in Digital Games
2014
Flanagan, Mary and Helen Nissenbaum. Values at Play in Digital Games. Cambridge, MA: MIT-Press, 2014.
Sustainable Cinema No. 4: Shadow Play
2012
Hessels, Scott. Sustainable Cinema No. 4: Shadow Play Leonardo 4, no. 40 (2012): 384-395.
They Are Born to Play: Japanese Visual Entertainment from Nintento to Mobile Phones
2004
Kusahara, Machinko. They Are Born to Play: Japanese Visual Entertainment from Nintento to Mobile Phones Art Inquiry (2004).
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